Gamma and Mipmapping


For the next few weeks, my plan is to try and talk about the last few gamma things that no one tells you about and then I can stop talking about it. Today’s topic is gamma and mipmapping.
As you should know by now, the value 187 is actually half-way between o and 255. [...]

Linear-Space Lighting (i.e. Gamma)


Linear-space lighting is the single most important thing for graphics programmers and technical artists to know. It’s not that hard, but for whatever reason, no one really teaches it. Personally, I got a BS and MS at Georgia Tech, took basically every graphics class they had, and didn’t hear about it until I [...]

Graphics Research: Fast Enough For Games?


With Siggraph coming up, I thought I’d take a moment to talk about what games mean when they say “realtime” vs academic research at, say, Siggraph. In particular, it seems like every realtime paper at Siggraph has a line in the conclusion that goes like “This technique runs at 200 fps, so it’s fast [...]